• Allies will win even with a Russia defeat as it is an economic game.

    The all-out Russia strategy will not work. Assuming you will be able to conquer Moscow within 6 turns, it will probably take even longer, the axis will still have a shortage in IPC.  The Allies will grab 4 ipc from Germany in Africa and 4-5 ipc of neutrals/minor powers. In order to beat Russia you will need the Ottoman armies, meaning a few Ottoman territories will be lost (Ankara, Meso, Trans Jordan around 7 ipc) to the English during your Russia effort. USA will reinforce Italy meanwhile and in that case the Austrians are stuck in Venice and will have to defend their entire border from amphibous assaults. Uk can drop units in Karelia each turn and France is (almost) able to match the German production. In fact with germany buying a navy the first few turns, France #1 army is bigger after 4-5 turns than the German army in the west front. Germany will have no choice to withdraw to Ruhr.

    Best scenario of Axis:
    Axis Russian gains are at best 22 IPC
    Axis Balkan up 10 IPC
    Ottoman 9 ipc orginal
    Austria 26 ipc orginal
    Germany 35-4 ipc = 31 ipc
    Plus contested Venice
    Total of 98 IPC

    Leaving Italy down to
    12 IPC
    Middle East gains 3 IPC
    Africa up 9 Ipc
    Ottoman 7 ipc
    USA 20 IPC
    Russia knocked out, except Karelia 2 ipc
    France 22ipc plus 4 from belgium & portugal = 26
    UK = 30
    total 109 IPC

    And the worst case is that the Axis are now on the defensive. It is simply impossible to win


  • Indeed. And the allied ipc is gained way easier and sooner then the centsrals. The African and neutrals IpC are gained within two turns, while the CP has to fight for every IPC. So they will lose loads of troops gaining tts while the allies even gain troops from Portugal etc.


  • To balance the game.

    Major changes:

    1. 4 unit railroad movement in original territories. Example move 4 units from Prussia to Ruhr. I do not like the strategic movement proposal. keep the game easy
    2. Russian Revolution change: If Axis control 3 Russian territories the Axis player may throw a dice to start the Russian revolution. Lets say 1 will start the revolution. If the Axis control 4 Russian territories a dice throw of 1-2 will start the Revolution.

    Minor changes

    1. Remove one unit from the Allies in Africa and/or add one German unit to make conquering Africa slightly more difficult for the Allies
    2. Remove one cruiser or battleship from France
    3. Add one infantry to Smyrna and one infantry to Trans Jordan

  • @Snackbar:

    To balance the game.

    Major changes:

    1. 4 unit railroad movement in original territories. Example move 4 units from Prussia to Ruhr. I do not like the strategic movement proposal. keep the game easy
    2. Russian Revolution change: If Axis control 3 Russian territories the Axis player may throw a dice to start the Russian revolution. Lets say 1 will start the revolution. If the Axis control 4 Russian territories a dice throw of 1-2 will start the Revolution.

    1. I to would prefer something like this as opposed to the SM idea. Keeping the movement within the bounds of your own country (and NOT Africa) makes perfect sense. If you do a limit, I would like 8 as that is a standard size army (6 inf, 2 artillery)

    2. Not real keen on the revolution occuring on a dice roll, as that puts a significant outcome to chance that really effects the game. Good Luck/Bad Luck on this may decide the outcome, just too much to chance. Historically the Russians bailed out when the body count was more then could be stomached.

    Minor changes

    1. Remove one unit from the Allies in Africa and/or add one German unit to make conquering Africa slightly more difficult for the Allies
    2. Remove one cruiser or battleship from France
    3. Add one infantry to Smyrna and one infantry to Trans Jordan

    1. Africa is a problem for balance as the Germans are defeated in around 4 turns with nothing they can do about it at all. Giving them some extra troops makes sense, as UK and France can reinforce to deal with it if they choose.       Â

    2. Remove the French battleship and give them a cruiser. Give the Germans a 2nd Battleship, and UK one also. These are the historic numbers.

    3. Maybe. If you bolster the Germans in Africa, the UK will need to send help there instead of Arabia, so it might be a wash.

    Nice ideas

    Kim

  • Customizer

    The Allies are increasingly sending troops to Africa by transport Round 1 to clear out the Germans sooner.

    Stationing a German cruiser there (SZ24 or 26) would at least force them to send some escorts.

    I wouldn’t favour more German troops, as it is the empty tts are a free gift for Germany.

    Askaris are my other suggestion for Africa, but like anything else ultimately the Allies will be able to outspend the Central Powers.


  • @Flashman:

    The Allies are increasingly sending troops to Africa by transport Round 1 to clear out the Germans sooner.

    Stationing a German cruiser there (SZ24 or 26) would at least force them to send some escorts.

    I wouldn’t favour more German troops, as it is the empty tts are a free gift for Germany.

    Askaris are my other suggestion for Africa, but like anything else ultimately the Allies will be able to outspend the Central Powers.

    I am in favor adding a German cruiser in 24 or 26 and add an INF to africa


  • I liked the cruiser off of East Africa in Great War. Germany needs more ships anyways.


  • @Uncrustable:

    @Texas:

    @Uncrustable:

    @Texas:

    Based on running the numbers, I think it is impossible for Germany to capture Paris in this manner.  Set up the game board with only Germany and France and see how long it takes to capture Paris…my estimate is turn 8ish.  Now take in to account that France’s allies will come in to assist and Germany has to keep forces in the east to avoid getting run over by Russia…  To be honest, I think the game was designed to not provide this as a viable option.  What kind of WWI game would it be if Germany could steamroll its way to Paris?  The western front is supposed to bog down; it is suppose to be difficult.  It is supposed to not work.  It didn’t work in the actual war, why should it here?  In reality, Germany needs to wait for tanks before performing a super aggressive assault on Paris to limit their losses.

    Well what kind of game would it be if there was only one way to win ?

    Didn’t say there was, just that Germany killing France fast isn’t one of them.

    Well that only leaves killing russia fast lol

    What?  Can’t tell if you are being sarcastic or not.


  • @Snackbar:

    Best scenario of Axis:
    Axis Russian gains are at best 22 IPC
    Axis Balkan up 10 IPC
    Ottoman 9 ipc orginal
    Austria 26 ipc orginal
    Germany 35-4 ipc = 31 ipc
    Plus contested Venice
    Total of 98 IPC

    Leaving Italy down to
    12 IPC
    Middle East gains 3 IPC
    Africa up 9 Ipc
    Ottoman 7 ipc
    USA 20 IPC
    Russia knocked out, except Karelia 2 ipc
    France 22ipc plus 4 from belgium & portugal = 26
    UK = 30
    total 109 IPC

    And the worst case is that the Axis are now on the defensive. It is simply impossible to win

    Just a couple comments, CP pick up some from Holland and Denmark.  Also, there is a cost to the US at getting their forces to Europe…transports and warship escorts.


  • Is attacking Holland and Denmark standard in most people’s games? You have to expect to lose at least 6 IPC worth of units in each, meaning in IPC terms you need 3 turns to get your money back. It’s also 2 more territories to defend, and it puts your troops out of position to get anywhere with any decent speed, which further increase the cost of taking them.


  • I dont take Denmark or Holland anymore. Especially Holland gives you another place to defend and Denmark makes you send troops the wrong way. With average dice you lose twelve IPC. And i dont have the map in front of me, but i believe you cant attack them both in the first turn. Kiel has only three inf and four art. And then again, it isnt a sure thing capturing them in one turn. So that leaves you with even more losses.

    Long story short, it isnt worth it. By the time Holland pays itself back the French are threatening it, so it gives them even more IPC.


  • @vonLettowVorbeck1914:

    Is attacking Holland and Denmark standard in most people’s games? You have to expect to lose at least 6 IPC worth of units in each, meaning in IPC terms you need 3 turns to get your money back. It’s also 2 more territories to defend, and it puts your troops out of position to get anywhere with any decent speed, which further increase the cost of taking them.

    Not so much Denmark, but Holland isn’t out of the way.  I’ve never had the issue of defending it since it is the same Seazone as Kiel.  If the French are pushing their way that far by turn 3, you have other issues.


  • It has nothing to do with the seazone, but with Belgium. If you go all Russia, then the French get back on their feet after the initial attack very fast. And the French start threatening those lands very quickly. Turn three is indeed a bit soon, but four or five isnt.
    And dont forget you can only attack Holland with seven units, not counting the fighter. So thats six threes and one two. Taking it in one turn is not certain at all.


  • Kiel and Ruhr both border Holland, so more than 7 units available.  I generally send all of Kiel in with an extra infantry or two from the Ruhr.  The rest of the Ruhr and Alsace go to Belgium.


  • By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?


  • @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Very different. It’s seems a bit one sided as well needs some tweaks.
    I believe Larry is working on some.

    It’s basically WWII A&A with no planes and no tanks/mech. With some new units (WWI fighter, and WWI tank) it is a fun game though


  • Today i seen my first CP win. I played them and a friend played the allies. He is an A&A veteran, but his firsttime with 1914.
    We played with the strategic movement, +1 move from port, impassable Switzerland and with the Revolution that the CP can accept of deny.

    The one mistake my opponent made was sending his French troops a move back when a large German force was in Belgium. Tis was at the same time i realized my Eastern troops werent enough to kill off Moscow. So with him withdrawing i could SM my troops to Belarus and take Moscow before the French could gain too much Deutsch lands.

    I think this was because of his inexperience with this version, so i guess that wont happen any time soon again. Otherwise it could just as well been another allied victory.


  • @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Not even comparable really, the differences in the land and sea mechanics make it a completely different game.


  • Did anyone try killing Italy with a German contingent, supporting the Austrians, going South?

    The idea is that you take some Russian territories meanwhile, and instead of building a large army in for example Belgium, use some of the army to go South and play defensively against the France in the North. The remaining Germany south contingent can strike France in Marseille later in the game


  • @Texas:

    @ABWorsham:

    By now some of you must have had a chance to play this game a few times, how does it compare to the A&A WWII games?

    Not even comparable really, the differences in the land and sea mechanics make it a completely different game.

    The mechanics are the same
    Just some different units and dice values

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